// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Alpha/BaseCol" { Properties { _Tex_alpha("Tex_alpha", 2D) = "white" {} _TextureSample0("Texture Sample 0", 2D) = "white" {} [HDR]_MainCol("MainCol", Color) = (0,5.415067,7.129738,0) _BlendCol("BlendCol", Color) = (0.3540406,0.6023599,0.6415094,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } Cull Off CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 struct Input { float2 uv_texcoord; }; uniform float4 _BlendCol; uniform sampler2D _Tex_alpha; uniform float4 _Tex_alpha_ST; uniform float4 _MainCol; uniform sampler2D _TextureSample0; uniform float4 _TextureSample0_ST; void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Tex_alpha = i.uv_texcoord * _Tex_alpha_ST.xy + _Tex_alpha_ST.zw; float4 tex2DNode31 = tex2D( _Tex_alpha, uv_Tex_alpha ); float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw; float4 tex2DNode58 = tex2D( _TextureSample0, uv_TextureSample0 ); float4 clampResult66 = clamp( ( ( _BlendCol * tex2DNode31 ) + ( _MainCol * tex2DNode58 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); o.Albedo = clampResult66.rgb; float4 clampResult65 = clamp( ( tex2DNode31 + tex2DNode58 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); o.Alpha = clampResult65.r; } ENDCG CGPROGRAM #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" sampler3D _DitherMaskLOD; struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float3 worldPos : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; o.worldPos = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = IN.worldPos; half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); 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